4 ways extended reality transforms how students learn at CWRU
Since Erin Henninger experienced her first extended reality (XR) headset in 2014, she has worked with Case Western Reserve University’s Interactive Commons to prepare for a future where students could leverage XR-type devices in their studies.
Now, as executive director of the Interactive Commons, Henninger, along with faculty director Mark Griswold, PhD, and their team of computer programmers and 3D artists are helping make that vision possible. Together, they build XR experiences for students across the CWRU campus, combining expertise in systems engineering, real-time rendering, parallel processing and artificial intelligence.
One of Henninger’s favorite moments is watching others try XR for the first time and observing their reactions—whether individuals stand still to take in the experience or immediately begin experimenting to figure out how they can interact with the software.
“We can describe the experience in words, we can show a photo or video of it, but nothing compares to seeing through an XR headset with your own eyes,” Henninger shared. “I love when students put it on and there’s this giddy moment as they adjust to what their eyes are seeing.”
During demos, the Interactive Commons encourages students to explore the same XR experience using different types of devices—from the Microsoft HoloLens and Meta Quest to XReal, Apple Vision Pro and even iPads.
“It’s fun to hear them debate their preferences and dislikes about the different devices, but it’s also a great way for them to see how quickly the technology is changing and improving,” she said. “We always talk about Moore’s law—how computers get better and faster over time—and how we work within the limits of devices today so that we can build, test and plan for the utility coming in the future.”
Read on to learn four ways extended reality is transforming how students learn at CWRU. And, visit the CampusGroups website to discover upcoming workshops on creating advanced XR experiences or training sessions for CWRU faculty to learn how to independently use XR in new, dedicated XR classrooms at CWRU.
1. XR supports hands-on, kinesthetic learning by turning complex 2D concepts into interactive 3D experiences.
Many traditional learning methods often rely on 2D depictions of 3D information, which require students to translate complex concepts in their minds. Some people are better at doing that than others, so presenting 3D information through a 3D display removes that barrier. Using XR allows students to walk around and interact with 3D objects and spaces, versus sitting at desks. This can be a huge advantage for topics where kinesthetic learning matters. Learning outcomes research conducted during the launch of the HoloAnatomy Software Suite showed that students learned the content twice as fast in XR and retained the information better. Today, 16% of our student body will engage with XR during a class this academic year, and that number continues to grow each year.
2. CWRUXR helps students better understand scale and spatial relationships.
Creating content for extended reality has required sophisticated gaming programmers who can use tools like Unity and Unreal Engine. This limits how much content we can create and who gets to create content. CWRUXR makes it possible for people with little to no coding skills to get up and run with XR quickly. Content designed is able to run as a shared group experience across multiple types of devices—from XR headsets to mobile phones and tablets. This device flexibility means we can quickly embrace the next XR headset that comes to market without having to purchase a new fleet of hardware. And, it means we can engage many individuals in content creation so that users of all kinds—with or without coding skills—can take advantage of XR to advance learning, collaboration and research.
3. XR creates shared, collaborative learning spaces.
The Interactive Commons was founded as a place to connect people across different disciplines to solve problems, supported by visualization. XR development fits within this mission because it gives people a common language—an image—to help explore and find common ground and solutions. While early work was primarily with the School of Medicine, IC works with collaborators across campus from the College of Arts and Sciences, Weatherhead School of Management,Case School of Engineering and many others. CWRUXR also offers accessible XR classrooms, so that students who can’t wear headsets can view the content with their class through an iPad or phone.
4. XR encourages curiosity and active exploration.
XR can transport students to places and time periods that are expensive, difficult, or impossible to visit in person. This expands access and enhances students’ ability to connect with things like cultural treasures or experts around the world. When standing inside a holographic building or site, students immediately perceive the scale of these spaces differently and more accurately than materials they’ve seen in books and PowerPoints. XR also lets them try and fail in a digital world where they can just delete and start over. It’s an amazing opportunity to practice and prepare in a digital place, so that their senses can be more alert and ready to learn in the real world.